#arma3_scenario
1 messages · Page 41 of 1
Anyone have an idea why I'd be getting thousands of these messages every minute? 2019/07/12, 22:25:29 Server: Object 2:19309 not found (message Type_92)
You deleted vehicle crew with deleteVehicle instead of deleteVehicleCrew?
Hello,
How do I add a unit that normal Player cannot see or pick but Admin can?.
(just like HC)
And how to add Arsenal for West faction only! (restricted arsenal).??
PS: I wish to be able to just put in the init.
Regards!
Hey lads!
Got a kind of odd question, My group are looking to set up our own persistent missions like Invade and Annex or Liberation but with an actually story and stuff. I was thinking of using Alive for the persistence and such however we'd like to have a money system aswell, to allow us to have most of the good gear and vehicles need to be brought. I was wondering what systems their are out their that allow money systems like the Life servers use?
Cheers!
Hi everyone. Need a little help again:
I want to host a zeus mission withy buddy. So i created two zeus virtual entities.
Placed game master module, set owner to variable name z1, addons on all and inofficial ones.
After I placed the virtual entitie with the.variable name z1 and sync both together.
Then I repeated the same with the variable name z2.
So I get two zeus slots but when we join our server, only I was able to jump into zeus. Anyone got an idea why? Is it a problem with the server?
Second question as a virtual entitie zeis you are able to set the frequencies of the short and long range radio to listen to it. How can I send traffic withouth jumping into a character? The buttons I usual use to radio doensnt work...
@signal coral
I'm sorry but I don't understand what you mean.
slike so have it when your not in a vehicle you cant use 3rd person but when your in one you can
@signal coral
The answer isn't about my problem, right?
no
@signal coralcopy that
@dusky lodge maybe it is because you synced both. Try without sycing them.
@dense grove
I synced the first game master module with the first virtual identitie and then the second game master modul with the second virtual identitie.
I'll try your suggestion @dense grove. Thanks for that
Do headless clients generate RPT files?
yes
are they located in the same place as the server RPTs or in the same place as the client RPTs?
all of them are in the same place
I use tadst to launch my server and that puts the RPTs in its profile folder, not in the default location
i need help ordering units in/out of my helicopter in the editor
how can i make a name appear for conversations
"mike: lets go"
"Bod: ok captain"
@umbral fiber
Whats the problem?
im trying to get some ai to get in my helicopter and then get out and move to a certain point when i land, but when the ai reaches the get in waypoint it switches to a wait, and i cant get them to do anything
@umbral fiber
Mh...I use the get in waypoint command as well. Always worked for me. Are you flying the heli yourself or the ai? For an ai flight I normally use the 'get in' command and then for gettin out I use the transport unload command of the heli waypoint.
Sorry I can't help
Do you use the load transport command in the heliwaypoint?
Or only load? I'm not sure at the moment
load command heli and get in command of the soldiers
Maybe that'll work
Can you set a respawn timer longer that 1 hour via the description.ext?
Anything over an hour seems to disable respawn
Scratch that, seems to display as No respawn but after waiting until the time gets below 1 hour, it appears to continue the countdown
actually expecting someone to wait that long? 😛
just preliminary test, goal is to set full realistic reproducing - 18years. Arma is about realism after all /s
@dusky lodge im flying the heli myself
@umbral fiber
Maybe it will work with a radio command. Place a move waypoint near the LZ of the heli for the soldiers. Placa a trigger with the activation radio alpha and then the waypoint get in vehicle or something like that. So if you activate the move waypoint with the radio alpha code the soldiers will move to the next waypoint, the get in waypoint.
And hopefully they will enter the next available vehicle, your heli
@bold vortex We have a large milsim community and we run long running missions (LRM's) once every few months using ALiVE and other mods. Similar to Anti Stasi but more Objective and Story driven with only Players going up an AI Force. Had an issue last time with our latest influx of people taking weapons and running off by themselves and dying so I wanted to try an stop that incentive by having death be an 8 hour wait
that seems like a really poor method of discouraging people not acting in teams
Theirs also a rules thing people need to read and sign off on before being able to access the server. Most are 18 plus its usually just 1 or 2 people who try and ruin it for the others
Been doing them since ArmA 2 however ALiVE makes things so much fkn easier
Rule 542 section W) You must not breathe faster than 1 breath per minute (1 bpm). Failure to do so will be punished by oxygen deprivation for 8 hours.
Hahahahaha
I just played with no respawn and people learnt very quick to stick together or die, those who didnt would rage quit
would rage quit
as opposed to staying dead waiting for mission end?
some would but I mean people who obviously didn't want to put effort in
who ran off and died on their own
how long is the mission?
bout an hour on average
Yeah I'd quit too and play something else than wait for an hour
probably never come back to that server too
alright
EDIT: Moved to right channel
Sorry, see there is a ask_questions_here channel - will move it there
Hello channel! Is there a way to do a setup for herd of animals with shepherd? Like unit moving around the map and animals are following him or something like that... Any ideas?
@sharp cargo create sheep entities, give them move commands when too far from the shepherd, ???, profit
@cinder holly I’ve tried, without any usable results. Have you done something like that before?
with humans as entities, but yes ^^
@sharp cargo mind if I pm you to do that tonight?
@cinder holly Not at all.
@ashen mirage
Hi! Im looking into getting an antistasi multiplayer server up, and Im just curious how it would work, would our progress save?
How do I make it so a jet pilot get into his jet when the base it attackted?
I literally do not understand anything of what you just said
me_irl
Basically write a script that checks what behaviour the pilot is set to at the moment every x ticks and in a waituntil loop activate a get-in waypoint when the behaviour changes to aware/combat
then you cant do it 🤷 unless you learn it
anyone have the old republic life takistan server files?
Anybody know if there is a whiteboard map of CLA CLAFGHAN laying around anywhere?
Would love a file of it for a mission briefing area.
So I have a mission Ive been creating for a little bit and a personal script Ive written for what is gonna be called First Contact and was wondering if anyone can tell me if its interesting or not
@sleek flicker I'm no expert but I'd be willing to offer some honest, constructive criticism.
Command has ordered us (MP) to go bring back Squad Bravo 31. They were on patrol last night me and the guys are having a bet if they are either passed out drunk or the idiots broke the damn truck again and trying to fix it themselves before morning reports go in. As we approached there last reported area we seen a ploom of smoke just past the turn above the trees. We did not expect to find what we did or what was left. After examining the bodies we found multiple stab wounds one of them straight to the face others were either missing an arms or legs. Next to the smoldering truck we found what we think is the skeleton of the driver still hot to the touch. We compiled evidence that the reason for the vehicle on fire was due to an explosion from the inside caused by the driver due to him no longer having a right hand and forearm. As we searched around all we could find was blood bullet casings and empty mags. Also some very strange prints leading from and towards the tree line to the north. After radioing command our findings we are told to meet with a local farmer about an entire herd of cattle being mutilated. What is going on?
Thats basically what Im planning on doing with my first mission on zeus with the Star Ship Troopers mod
I'd trim some of the details about the investigation and such. Save that for in-mission intel.
But other than that the plot seems interesting enough.
how can I make the intel readable when picking up intel (examine body)
That is a question for a better mission maker than I.
Gotcha I wish I had more friends online that are willing to test a bit with me like idk if I got the respawns correct or not
both infantry and vehicles
Anyone Familiar with Indexing Maps with ALiVE?
Been struggling to get it to work on a map :/
@sleek flicker BIS_fnc_initInspectable might be a start 🙂
VERY new to arma how does one do this
in your mission:
- create your object to examine, name it
myObject(for example) - create an
init.sqffile in your mission directory, and in it writesqf [myObject, nil, "This is the text that will be displayed!"] call BIS_fnc_initInspectable;
this should add the object an action to examine it and simply show the wanted text @sleek flicker
https://community.bistudio.com/wiki/BIS_fnc_initInspectable
this ^ is the wiki page for this function
any idea how to delete AI soldiers from a mission if no player is present to occupy them? i need some AI on a mission, but if a player doesnt show up, id rather not have his AI slot running around the field...
@wooden garnet untick AI box in the server's AI management UI, or make a script if (not isPlayer _x) then { deleteVehicle _x }; ?
well would checking off the box remove ALL AI, or just AI slots with 'playable' selected?
wait...
duh!
ok, nevermind, that makes sense - my bad
Yeah I think it was the multiplayer section? But yeah you can disable AI for playable slots
yeah, i remember - my bad. wow XD
that or disableAI = 1 in description.ext
disabledAI* btw
https://community.bistudio.com/wiki/Description.ext#disabledAI
but no more JIP after that
@proud salmon No crossposting 
Quick question: Is it possible to hide (and show) triggers with Hide/Show Module in the editor?
@sharp cargo hide/show is acting on 3D "visibility", so it doesn't make sense to "hide" it. If you mean activating it or not, you could use in the On Act field myBooleanCondition && this
@dull wigeon Apex campaign files should be found in <ArmaDir>\Expansion\Addons\missions_f_exp(.pbo)\Campaign
Thanks @cinder holly
@cinder holly Thank you, sir.
Is there a way to make a marker of a unit (in my case a downed pilot) where it kinnda updates his location on the map maybe with a cooldown
@sly lake you can do sqf while { sleep 3; alive groundedPilot } do { _myMarker setMarkerPos getPosATL groundedPilot; }; deleteMarker _myMarker;
@cinder holly that would be in the marker init or a trigger?
in a script.
@sly lake in a (one-time) trigger the "On Act" field could be:
0 = [] spawn { while { sleep 3; alive groundedPilot } do { _myMarker setMarkerPos getPosATL groundedPilot; }; deleteMarker _myMarker; };```
@cinder holly thank you
If anyone here is good with ACRE, do you know if it's possible to set up a "phone" using racks? I need a hostage negotiation tool from a distance for a mission I am developing
ok, so what would be my next move on editing the Apex campaign. I found the files using PBO Manager.
Ok, nevermind. I got it. I'm trying to change the classes around. The 2 soldiers you link up with in the start of the campaign. I changed there gear in ACE arsenal. but when I go to test it. Their gear doesn't change. but the 4 soldiers. you can choose from do. I can't located and classes or such.
With the diary entry module, how do you make clickable points?
Such as in the Signal section, where you can click a unit call-sign and it shifts the map to where that unit is at the start.
Much appreciated
I've got a problem with command channel. Currently every player on the server is in it while we only want leaders of a squad to be in there. Anyone know how I can fix this?
I would personally suggest implementing TFAR. While there is no way to stop a, say, rifleman from tuning in to platoon net its far easier to control. Additionally its a lot harder for a player to key up not realizing they are on the command channel.
Eh some people just want to play Vanilla, adding a mod is not a good fix to a problem like that @woeful magnet
But why no acre?
I wasn't saying it was guaranteed to be the one he wanted. Was just giving it out as an option. @near dock
I've been playing mods for so long I've almost forgotten what mission-making (and playing) in straight vanilla ARMA is like.
We have a modded version of this mission but we also want a vanilla one
@signal coral most missions that lock roles end up doing the checks after players spawn in, then kick them to lobby if necessary.
Scripting. Look at how Antistasi does it for the pvp slots.
could you link me the exact video if possible?
@jolly nest to my knowledge the only definitive way to control it is just with a more rigid enforcement of communications protocols.
Unless somebody with more experience can note otherwise I've never found a way to actually restrict what channels a person can access.
ke, tnx for the info
well i fixed it myself
is there a way to give players custom error messages when they try to connected to a modded server without the required mods enabled? i am trying to host a modded wasteland server and im getting people that are trying to join but arent able to connect due to not having the right mods. we would like to give those players a message that tells them to join through the A3 launcher or to just download the right mods instead of the long convoluted error message arma gives by default
@woeful magnet Define who is allowed on what channel. Whether they choose to listen in or not can't be helped. But will only ruin it for themselves.
how can i edit all ai units settings such as courage, accuracy, reload speed, etc. for all units and all units that are spawned by the zeus?
mainly, im just trying to eliminate ai from retreating during my units missions. so basically something that affects all ai, mainly the ones zeus spawns
@dull wigeon yeah that's what I was telling @jolly nest . Its sort of like vehicle restrictions. There's really not a definitive way to make it impossible for a rifleman to get in a helo pilot's seat. Its just a matter of them understanding and respecting that they aren't supposed to do that to maintain everyone's fun.
One of the biggest challenges of mission creation at times: the players.
!issuewarning @signal coral crossposting
Failed to PM @signal coral
Don't care, atleast it's official now. Thanks bot.
@woeful magnet There are definitive ways, for riflemen getting into choppers the getin and seatswitched eventhandlers. And for command I've managed to disable the channel for those who shouldn't be in there
if (SomeCondition) then {
2 enableChannel [true, true];
} else {
2 enableChannel [false, false];
};```
in onplayerrespawn for command chat. I use roleDescription in combination with find for the condition @woeful magnet
Oh, okay that's legit.
lol
how do i get the game to pop up a "new task assigned" message after completing the first task?
Right now I have it set up so that after task 1 is complete task 2 will be assaigned after 10 seconds.
Task 2 does appear on the map after 10 seconds but there is no message that pops up saying this has happend.
The only way players would know that a new task is activated is if they checked there map.
I want the pop up message
pls help
are you using the Task Framework @pseudo prairie ?
im using ingame modules
morning chaps 😃 anyone know the range of the "FiredNear" eventhandler? how near is near?
<=69m
Thanks mate
hmm, does firednear work on units in a vec?
yes, as far as i can see, firednear doesnt fire on units in a vehicle
What could be causing a whole lot of "Server: Network message ba87 is pending" messages in the RPT?
usually, that means the server is struggling in some way
The condition is 5 lines long, I guess I could put it in a separate variable and pass that variable to enablechannel
That's one complex condition.
not really, just doing a find in a role description 5 times with ors in between, could probably be done better but it only runs once on respawn so I don't really care
is there a way to spawn a CSAT version of a NATO-only UAV?
@stray bone yes, you could replace its UAV_AI by east group ones
@cinder holly do you have some example code? currently i'm trying this in the vehicle init;
_grp = createGroup east;
_ai = _grp createUnit ["O_UAV_AI", getPos opforucav, [], 0, "NONE"];
_ai moveInDriver opforucav
and not geting anywhere
You would need to create the uav as empty or empty its current "crew" too
So the one I've got placed in the editor is the empty version :/
not the blue iconned "crewed" one
the "yellow" one then, ok
yeah that's right
hmm I don't know for sure, you cannot control it with a UAV OPFOR remote then?
yeah definitely no success 😦
Hmmm… let me go back to my place, and if no one else answered I will try it out
ETA 40 mikes
awesome, thanks @cinder holly I really appreciate it!
The Script Quick-reaction Force (SQF) will be ready soon sir 😛
This is like when ron burgundy assembled the news team
I should watch this movie
@home (a bit later than expected) @stray bone
now, let's see 😛
@cinder holly awesome, I'm ready to test stuff
@stray bone I don't get a driver in there, but I have a gunner. still I don't see the uav in the uav list
It's weird, no matter what I try I just can't get anything to work :/
if you create a driver and moveInDriver, then do the same for gunner / moveInGunner, only the gunner gets in
if you disassemble/reassemble it, it will again be BLUFOR 😄
@stray bone , I got it
private _uav = createVehicle ["B_UAV_01_F", getPosATL player, [], 0, "NONE"];
createVehicleCrew _uav;
private _group = createGroup opfor;
[driver _uav, gunner _uav] joinSilent _group;```
after that, I don't know if they will try to attack OPFOR or BLUFOR by themselves 😄
it attacks BLUFOR, yay!
just don't disassemble it :D
I once had that in the APEX campaign, I hacked a turret, then disassembled it, reassembled it to a more suitable position… and got shot
with pleasure! I love finding stuff I don't know 🙂
Hi. Does anyone know if it is possible to implement your own sounds if you are playing zeus? I mean the sound module in the zeus options. There are only sounds like a barking dog or something like that...
I think I asked that a while ago in #zeus_discussion , lemme find the answer I got
http://prntscr.com/oi4plj @dusky lodge
Thats the answer back from when I asked
@strong gazelle #creators_recruiting 
@strong gazelle You cant see #creators_recruiting ?
well i dont see that post you are talking about
Ah sorry, what I mean is that you should post what you posted here in #creators_recruiting , because that chat is supposed to be used for that
Is there any way to force-disable 3rd person in custom missions?
Nvm
@near dock
Thanks for that
Theres one this that's been bothering me forever, how do I just spawn a magazine or any equipment on the ground that isn't available in the eden menu
I'm trying to place a 40mm grenade on the ground in the editor
Should be in props if it's for an infantry weapon
@signal coral
Cant place vehicle ammo though unless you place a resupply truck
When you “hide” terrain objects does it affect the terrain performance at all? Are those objects still there for players, just hidden?
I think it is "still there" for the CPU, but GPU-wise it's totally not there so perf boosts indeed, but I am not totally sure about this CPU part at all
i understand that you can set a soldier to be a basic medic using attendant = 1; but can i use the config.cpp entries to make a soldier an even better medic? there appear to be advanced levels
@wooden garnet no better level as of Vanilla, you are either medic or you are not
ACE implements higher levels of medic if your willing to use mods bit of a learning curve though
which is fine @granite ocean . I was wondering if there was a way I could configure my soldier entry in my config.cpp file to have that ACE level of medical skills
I need a mission maker to kind of help me. I want to learn how to use the editor and these youtube videos are not helping..
Have you tried the tutorial? (graduation cap on the top right)
Eh, it didint help either..
I know the basics but..
It also spawns me in the middle of the ocean..
https://forums.bohemia.net/forums/topic/156517-how-to-prevent-player-controlled-boats-from-entering-sinking-state/
I tried looking up this issue but haven't found any results
Whats the problem ?
Once a boat sinks even with damage disables it remains in the "sinking physics" state
it keeps sinking when I place it back upright
I'm trying to do a race but once a player crashes and it flips it permanently enters a sinking state even when I teleport it upright
Was takjubg to @pseudo vessel But yeah i dont know how to solve that
Also does anyone know if there is a mod for a big hangar or where i can find the big Apex hangar that i can fit an C-130 Inside of ?
@signal coral Can't you just replace it with a new one and move the player in that one?
Do a little transition with https://community.bistudio.com/wiki/BIS_fnc_fadeEffect so it's not so obvious.
Yeah but I have a ton of triggers linked to the variable name for the boat
Ended up making more boats and duplicate triggers
Is there a way me and my friend can both work on a mission together in the Eden editor?
Its not 3DEN, but wasnt there some mod that let you make missions at the same time ?
@sullen oriole git repository
Xcam or something like that
@cinder holly That wont let them work together in 3DEN though
and I am pretty sure I answered this very question somewhere else yesterday…
@near dock nope, not Eden true!
But @sullen oriole you can all work on unit/object placement then merge later
(and it was in #arma3_editor and not the same person, please carry on)
!issuewarning @placid vessel crossposting
Done.
I got this hemmit ammo truck, i need that if it gets destroyed, respawn tickets for blufor drop down to zero...any ideas on how to do it or where to look it up? I hope this is a right place to post this
...
Is there a way to make specific doors locked for specific roles? Like making the hospital doors only be opened by ems role or for polices in the police station.
Hey guys this might be a dumb question what's the fix for people respawn in where they died?
add a respawn point @tulip delta
Also if you're using the 3Den respawn settings change the respawn location to custom location
How does the Antenna modules work in eden editor
Antenna module?
close to the car script
hmm, try finding its function in the Functions Viewer @abstract mauve
the car script :O
It is possible to override CBA setting from mission? Im not talking about TAB in-game. because this seams to not working or im doing something wrong. I want change settings that are forced by server (force both client and mission settings).
if the server force overwrites mission settings, then... you can't
Iirc its User < Mission < Server, no?
depends if server forces
Hey, I've been trying to think of a rough year of independence for Altis and i found that the offical lore was very vague saying on the wiki:
"With the Cold War approaching its end, so too did the decline of the British Empire.
As Britain's hold over its colonies began to slip, Altis was no exception and eventually gained its independence from the Empire sometime prior to the beginning of the 21st century. Officially reformed into the Republic of Altis and Stratis, the newfound nation was soon accepted as a member of European Union."
Which is pretty broad IMO
Just wondered what other people thought
(The basic idea's that I had were:
60's (Malta and Cyprus gain independence, but that seems to early to fit the end of the cold war)
or
80's (Canada and other major British colonies become independent, which fit's the end of the cold war more closely)
)
TL;DR:
When do you think Altis became independent? my thoughts are either 60's or 80's
I´m not sure if i´m correctly here! I would like know if someone know how to add information to the "Note" (contact dlc) in the editor?
I think it's not possible, only for the solo campaign of dlc contact
@signal coral
Hello! I have some objects in editor and I would like to export that objects in worldToModel position so I can create that objects vía SQF in any location... is that possible?
@jade mulch take a look at https://community.bistudio.com/wiki/BIS_fnc_objectsGrabber and https://community.bistudio.com/wiki/BIS_fnc_objectsMapper
any idea'
try creating 19?
Its about vehicles :/
for MP mission creators using Eden, do all players joining the server running the mission require contact dlc for dlc assets (structures) to be used in the mission file?
No. Structures are in Enoch addon which is loaded for everyone.
To be sure you can always make the mission with contact unloaded in launcher.
@delicate hinge gotcha thnx. I intend to make a MP mission for a group, some of which have the contact DLC whilst others don't. I will be using the Enoch buildings and I just wanted to check everyone would be able to join/play
@young garnet non dlc owners can play missions that use dlc assets from First contact
just tried yesterday, works fine
noice
is it possible to make contact campaing coop
if you spend a year of work... propably?
You would have to wait for it to be un-ebo'd first, then add a unit, and hope scripts don't break in MP
the end answer being "yes", one could
Heya so i've just started a server, trying to make it into a community with a few friends, i'm wondering if someone could dm me a link to how to set up mission files? We will be a zues server, so i just want it to set map, have the option to just join blufor, and save any mod presets, like ace medical etc.
I tried saving it from editor, however it's a bunch of random numbers that make no sense to me, though i have a relatively large coding knowledge, rather than something that i can mess about with to achieve the goal
I'm unfortunately the only person that is starting the server with any kind of knowledge about servers and computing, so i'm having to do a bunch of work to set it up without much assistance, my head hurts XD
Oh and also it'd be nice to know how to change how many members can be in a squad and what each position is called
Not sure abt the mission file part of your question, but I just changed my role section names recently.. when u set your playable units, u have to change the role description by clicking each unit.. it’s written as : role@callsign.. I’ll see if I can find the document for u.. should still have it pulled up
Thanks
Role = Rifleman etc, call sign = alpha 1-1
Hold one for doc
Sorry I can’t find the doc but I did find this.. it’s another option..
Damn it didn’t paste
Haha, thanks for the effort man i appreciate it
Its on Bohemia’s forums under role assignment & Fire teams
162244 is the topic number..
Mr. H’s comment is what I was talking abt.. u might find something from the whole convo tho..
So I've made a keypad to teleport you to a cave section, the idea is I want the add action to effect the one who activates the action, I believe I use caller to do this
This is the code I got so far but it's not working
this addAction ["Enter Tunnels", "caller setPos (getPos tp1);", [] , 1, true, false, "", "((_target distance _this) <4)"];
basically I want the one who activates it to get teleported to tp1
solved it nevermind
@signal coral What was wrong?
I used getmarkerpos and it worked
@pine osprey Sounds like you have Binarize Mission SQM checked in Attributes.
@mossy lava Thanks for the advice, in the end i figured out how to make the mission files accurately, thanks! 😄
I have a looping sitting animation that follows like this
animCiv12 = [] spawn {
civ12 switchmove "HubSittingChairUB_idle2";
animLoop = civ12 addEventHandler ["AnimDone", {
civ12 switchmove "HubSittingChairUB_idle2"
}];
};
but when killed he keeps falling the reappearing in the sitting animation and falling again, how do I disable the animation loop when he is killed?
It seems like it only does this on switchmove rather than playmove animations
@signal coral sqf animLoop = civ12 addEventHandler ["AnimDone", { if (alive civ12) then { civ12 switchmove "HubSittingChairUB_idle2"; }; }];
@cinder holly beautiful, thanks!
It seems like it doesn't like certain animations such as
civ14 switchmove "HubStandingUC_idle1";
animLoop = civ14 addEventHandler ["AnimDone", {
if (alive civ14) then {
civ14 switchmove "HubStandingUC_idle1";
};
}];
I tried both switchmove and play move
sometimes they keep doing a put away weapon animation and will briefly for a second do the animation
It seems like only civ 12 is working even though both are exectly the same
animLoop = civ12 addEventHandler ["AnimDone", {
if (alive civ12) then {
civ12 switchmove "HubSittingChairUB_idle2";
};
}];
animLoop = civ13 addEventHandler ["AnimDone", {
if (alive civ13) then {
civ13 switchmove "HubSittingChairUB_idle2";
};
}];
I'm running both from an init.sqf
```sqf yourCode ``` plz
Question:
If I use ACE - will I have to do all this stuff in description.ext?
// Revive
reviveMode = 1;
reviveUnconsciousStateMode = 2;
reviveRequiredTrait = 1;
reviveRequiredItems = 2;
reviveRequiredItemsFakConsumed = 1;
reviveDelay = 30;
Have you checked if you can set that in the addon options?
And - I seem to be able to control this from the UI in the editor - if I set it there, will I still have to do it here in description.ext?
So ACE might say "these normal arma options are not allowed"?
Is it possible to use vanilla respawn points and ACE3 at the same time. I was looking to make it possible to have certain respawn points unlock after objectives are completed. And have no respawn points available at first until the first obj is taken.
@dull wigeon You can.
How do I go about doing it.
ACE3 doesn't have a respawn system.
Usually I just drop down a map marker of some sort. And name it "respawn_west"
But I don't want to have only 1 respawn point. 6 miles from base.
Check this out: https://community.bistudio.com/wiki/Arma_3_Respawn
I placed a respawn down for blufor. But I would like to be able to have the option to spawn at checkpoint 1 when we complete obj 1. So we dont have to teleport or run across the map
ok, thanks.
Sync the module with a trigger.
Then setup the trigger
So when you complete the trigger (objective) the respawn becomes available.
Does anyone know how to make AI move once then have been spotted/shot at. I want a tank crew to stand around then get into a tank when the play shoots at them or then enter combat.
You can propably do that by checking their behaviour (safe/aware/combat) @whole lark
ok
Check "combat get in" module.
Nice thats way much easier than using scripts thats for the help.
flashbacks from the OFP editor, where one would use a sensor and link it to a waypoint
Thanks for the help I got it work, Im working on a remake of the mission form Arma 2 OA Hit And Run. A friend asked me to remake that mission so im going to give it a shot.
Hello, I'm creating a single player mission and I wondered if it's possible to disable all movement except for the head.
It is.
how
Trying to find the scripting command hang on.
It's going to be something like _this cantMove something something.
I use to do it to AI for snipers, and they could still wiggle to aim, so if you do it to a player I assume they can look around.
//Disable all movement
player enableSimulation false;
//Enable all movements
player enableSimulation true;
I think it was this.
this won't work. The enableSimulation command disables movement completely
Old topic, but posting this to help the next guy searching for this.
The best way I know to disable player movement and still allow head movement is to do this:
player switchMove "HubSpectator_stand";
Then to reneable player movement, do this:
player switchMove "";
Another option from someone working on the same thing.
i found this too, it's on a steam discussion. It doesn't help me because it plays an animation and it overwrites an animation I already play.
^ Likely with the animation right>
Hmm, any idea on how one could get a leaflet into one's inventory?
creating an addon
Bah, of course it's going to be the long way. I can probably addaction & just createVehicle a leaflet when I need it then
that's the safest bet
Hey, I placed an aircraft with a crew on a taxi way, but they keep taking off when I just want them to stay put. Is there a way to make them not take off?
Does removing objects and buildings in a mission for a server improve overall peformance?
@signal coral define removing, and nature of said objects?
Say a building was in the mission, would removing it using the ingame editor improve peformance?
Thanks
So in theory removing objects like rocks and fences that server no purpose for most things will improve peformance
in theory you could also play OFP... no rocks to hide behind, no fences to block movement. Just flat land and buildings that stick out like a sore thumb in the landscape.
removing objects can start to break the immersion of the surroundings pretty fast.
any idea how I could change fog color
I'm looking at this but there's no script they mentioned
https://forums.bohemia.net/forums/topic/158575-help-appreciated-changing-fog-color-cfgworlds/
but I did notice this: fogColor[] = {0.087,0.11165,0.1743};
@signal coral how many is too many?
Also are we talking about hideObjectGlobal or local command version? Obviously every global command will add to JIP queue and may indeed cause trouble
question, how do you guys come up with mission names? It's something I always struggle with
@signal coral hi, you cannot change fog colour script-wise. you could use some post-process color filters, but it's for the whole image then
Boof
Bwoof*
@balmy talon I use this lol https://www.fantasynamegenerators.com/military-operation-names.php
Would anybody have a reliable source on the composition / make-up of a USMC light infantry platoon (and subordinate squads) in the 1980s?
Wanting to make a fairly accurate roster for an MP mission.
anyone got any idea as to how to get the small alien entity to actually fly?
theres a wiki page for Contact scripting
read through it, can't make heads or tails of it
@leaden oracle there are 2 example missions included
how do you make ai helis land in editor
random question: why can't the kavala hospital be placed from the eden editor?
also why can't it be destroyed?
Dynamic Groups have started lagging for us when opening it with [U] since the latest DLC. Is this happening for anyone else?
Using UnitCapture, I record what I need and the recording works, but after I get the box that tells me to "Press F1 to copy data", pressing F1 won't do anything. F1 key works just fine, but it will not copy the data for some reason. Any workaround for this or known solution?
are you trying that in multiplayer?
nope, sp. The capture stops, movement stops, and I get prompt to press F1
Hey there. I was wondering if anyone here ever helped create "JGGaming's Takistan Life" from Arma 2 Operation Arrowhead. It was a gamemode/server that I spent a lot of time in and really enjoyed. I made a bunch of lifelong friends in it.
I am currently in the process of recreating it in Arma 3. Mainly just the borders of the OPFOR, INDEP, BLUFOR and CIV territories and a few key buildings. Mainly to run zeus missions in and whatnot. But I digress, I am trying to find a picture of the original map from about 6-7 years ago or someone who helped work on it. Or just someone who also played on it and might have a video that they posted or whatnot.
Cheers in advance, I know it's a long stretch I believe the community dissolved 3 years ago.
Very dumb question but I'm searching and can't find it, does anybody have any suggestions for maps good at emulating southern Iraq / the Iraqi-Kuwaiti border region, ivo that area?
Got "Error Param: Type String, Expected array" when tried running this via objects init: || [ServerLaptop, "Transfer Files", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", {_this distance _target < 2}, {_caller distance _target < 2}," "," ",{hint "FUG"}," ",[], 5,nul,true,false] call BIS_fnc_holdActionAdd
it works, but I get a huge error that annoys me when I start the mission
Tried using it as Biki tells me to, I'm just very, very novice with anything scripting related, so most of my stuff is copy and paste or just.. taped togherer 😄
@real marten Can you put that code into a discord code box for us
? ( https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline- )
of course, sorry!
No problem 
[ServerLaptop,
"Transfer Files",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa",
{_this distance _target < 2},
{_caller distance _target < 2},
" ",
" ",
{hint "FUG"},
" ",
[],
5,
nul,
true,
false]
call BIS_fnc_holdActionAdd```
Hello there! i have been trying to add this https://www.altisliferpg.com/topic/127-tutorial-civ-passeport/ (Its a passaport script for the civilians) to my 5.0 Life server, i added it without problems , but it doesnt work, whenever i try and use the mouse wheel menu, the option doesnt show, i also have tried using other menu keys but still doesnt show it up. Anyone haves a clue about what could have i done wrong? (I followed step by step the post and made sure everything was in place). If so please tell me, if not thanks for reading it anyways.
tricky to get Life help here
I've placed a few Tracers modules in my mission. While they work and fire correctly in local multiplayer, they don't seem to do anything on a server.
There's no scripting involved to cause locality issues, and according to the only thread I found about this, they are tested and working in multiplayer. So I'm confused as to what I need to do.
never got tracers working myself
it just spawns an invisible angry boat anyway :D
so I just script my own
@real marten Try [ ServerLaptop, "Transfer Files", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {hint "FUG"}, {}, [], 5, 0, true, false ] call BIS_fnc_holdActionAdd
@woeful magnet
Al Salman, Iraq - https://steamcommunity.com/sharedfiles/filedetails/?id=1742274211&searchtext=kuwait
Diyala, Iraq - https://steamcommunity.com/sharedfiles/filedetails/?id=680808574&searchtext=iraq
Fallujah, Iraq - https://steamcommunity.com/sharedfiles/filedetails/?id=908733096
Fallujah, Iraq VER1.2 - https://steamcommunity.com/sharedfiles/filedetails/?id=633789490&searchtext=iraq
That's about as close as you're going to get I'm afraid.
Its better than nothing. Thanks! @lilac light
I'd use Fallujah except its supposed to be Desert Storm and I know I got some folks not willing to suspend some disbelief who might be involved. lol
All good mate. I wish you luck.
This one is alright @woeful magnet
Desert Battlegrounds - https://steamcommunity.com/sharedfiles/filedetails/?id=1680471603&searchtext=desert+storm
Oh my. Screenshots alone that Desert Battlegrounds one might be perfect. Do you have any personal experience messing around on either map? @lilac light
Fallujah and Diyala yes, the others not so much. But I'm going to download them and play around with them now.
@woeful magnet
Same. I appreciate you drawing my attention to 'em.
All good mate.
Is it possible to allow 3rd view only in vehicles at the custom difficulty settings?
Nope, but by scripting yes @sturdy path
Does the Vehicle Respawn Module not work on a dedi server?
locally it worked fine, but uploaded on a server and vehicles didnt respawn at all
did i maybe miss something?
Hey guys, im having some ACE issues where players, after they were injured there fatigue/stamina stays really low and does not recover at all...only respawn fixes the issue and thats a bit of a problem cause we do 1-life missions.
- Advanced ACE medical (not sure if one of these settings are causing issues)
- Ace fatigues settings including recovery maxed out
Any suggestions?
Anyone else encountered this- if you make a mission with Contact enabled, it breaks a ton of stuff?
@sterile bane Do you mean the optional part?
No, I mean I launched the game with the Blue button vs Orange, and if I try to use said mission in multiplayer, it causes a ton of errors.
The blue 'play Contact' button?
If you had read the welcome text you get on your first boot up with contct enabled (atleast i got it) you'd know that the optional part (that you launch arma with when clicking that button) is not necessarily compatible with the vanilla and/or the modded sandbox (aka arma)
The question then becomes, why bother enabling the editor in the DLC if it's not compatible with making missions?
To give people the option of using the editor
Hey, I’ve created a mission with mods and contact stuff. Now I uploaded the mission on my server and it says every time i tried to connect that Enoch isn’t signed by a key. Can anyone help me?
Add the key to your server. @brazen gust But beware, Contact breaks multiplayer in general.
But my question is now we’re do I get the key 🤔
I'm guessing that it is a3c.bikey in ARMA's keys folder
I can confirm that it is not added to the armaserver's keys folder by default though
So I guess you upload it from your client
i dont have this key in my folder
Did you buy contact?
yea
Odd. I have it on my PC... as I mentioned, it hasn't been autoinstalled on my servers though
hm ok
So look in the keys folder in the ARMA 3 root folder on your client PC not serverside
there is no key with this name
Don't know then... I have it in my client install.
k im checking my installation with steam
No... now I think about it the enoch files are signed against the a3 key... so maybe that was a beta thing. The only key you should need is the a3.bikey. What's the exact error you get when trying to connect
For example, air_f_enoch.ebo.a3.bisign
whait im repairing arma at the moment then i will try again to connect and send u the issue
ok the repairing is finished now i reuploaded the keys hopefully it will work
OK. Update! It worked thanks for the help.
👍
@sterile bane what do you think campaign mission were made with?
So the guide BI posted for the Alien Behavior is very confusing. The mission on the workshop is wonderful...to watch. But it doesn't help me understand how tf to make any of that happen in the editor. Can anyone explain in normal English how to make the AE have either combat behavior or survey behavior? Or how to get the modules to orbit it?
To understand the code a bit easier
Just put all the code inside the drone ini in their attributes
when they refer to drone itself, they mean the object you wish to utilize on, aka whatever you named it.
Is it possible to make a point of space, say on a pre-existing prop, a scrollwheel teleporting point?
There is a hatchway on the stern of the Freedom that I kind of want to turn into a teleport point to get to the flight deck.
Or actually, from a point on the flight-deck to that walkway.
Can you use attach to to glue objects to a units head?
and no, the attached objects do not follow animations properly
maybe coupled with eyeDirection you could (heavily) script it
any sort of glitchy wobbliness would add to the effect =p
it's the Arma bugs!! RUN!!!!
Headbutt anything to send it to space
So dumb question
Is there a module that can make a fire-like glow visible at least in some way from about ~1.7km away?
Its to visually simulate (just off-map) oil derricks burning in the distance. I've gotten smoke pillars working.
For reference it would be late evening, clear skies.
anyone happen to know why people cannot open doors on buildings I placed down via eden?
No one can walk through the office buildings, regular houses or even the gates that block certain areas
Am I able to build multiplayer missions with the alien entities ? (having to press the contact button on launcher)
please tag when answering
Yes you can
Considering there is no multiplayer option while using the contact button, once I build the mission with it and upload it on the server, will it run like any other mission? and do I need to change anything in server settings what so ever (dedicated server)
Does anybody have the link to the code for using the diary modules to do things like bold text, horizontal rules, etc?
Thanks @mossy lava
Hey Guys, I'm currently working on a coop Mission and I am using DAC V3.1b - I tried to set up a Campzone (z4) and link it with z3 - so that the latter would only be re-populated by the former. I'm having trouble though, because z3 is still getting reinforcements from another camp Zone (z5). Which is of course also linked to another regular zone. Can anyone confirm that linking camps is broken with that particular version of DAC?
Or broken in general?
@mossy lava Nope. simulations on, I can fully interact with it, players cannot
hey guys. im trying to spawn a custom model .p3d file server side to exclude the need for a mod. I get as far as the object spawning however it just spawns white with the error saying the .paa is not found even tho its at the location
its not very good idea to do that.
there is a reason why models etc are packed into properly built and binarized p3d
and distributed as addons.
It's not a terrible thing if your doing a simple object.
it still has to be binarized runtime for the game and the initialization of the model is not as fast
I do not understand this "exclude need for a mod mentality"
might be that
I done it for small objects like Mcguffins. Or in my last spook Ops a sphere.
I don't feel people need a entire mod for a single sphere shape 😛
Anybody know of a low-impact way to make a large fire glow in the distance for players? Dumb as it sounds it'd be mock/sim of basically distant fighting / destruction.
From a point actually not too far away just off the map.
"Not too far away" being about 1700 meters.
Please tag me if anybody has a response.
@woeful magnet createLight?
Do you know how I can get it to work planning to use it for small simple objects @sharp axle @rocky carbon
No I do not know. Is it a model you made yourself? If it says it cant find the paa, it means your paths are not correct
aaah maybe it is looking for it but doesn't have the mission directory, too
anyway, I don't know anything about 3D.
Guys, I'm making a 'man a roadblock' secondary mission, where players have to man a premade (at a semi random pos) roadblock. Some of the encounters are civ or friendly and players are supposed to allow them thru the RB. The Independents are enemy and they come in many flavours, in bus, truck, car, sometimes overtly enemy, sometimes in disguise.
The vec drives to a 'pause point' a few meters from the RB and wait for the gates to open.
I want suggestions for how the enemy AI would behave on arriving at the RB. So far I have it where they wait at the pause point in a non combat mode, if the gate open they drive through. this is a mission fail. If players get close or shoot, the AI bail and go weapons free. Sometimes they detonate a suicide bomb.
I've not coded them yet but other planned behaviours include doing a panic U turn at the pause point and driving away, players are supposed to stop them escaping. Sometimes the'yy try to go around the RB, again players are expected to engage and stop them. Another behaviour is they try to ram the RB gates. Another is where enemy get to pause, bail and engage.
What other enemy behaviours might the enemy do on encoutering the rb?
heres a pic of the RB, btw. The gates are sync to each other.. opening one auto opens the other..
hey! I wanted to have ACRE2 follow the zeus around exactly like TFAR does. Or at least let me teleport and speak from his new teleported location without having to remote control a unit. How do I achieve this? Thanks!
Everything works perfectly when I remote control a unit, but when I am in zeus camera mode, even if I teleport the 'zeus unit' the voice still comes from the ORIGINAL location of the zeus
are you using a unita s zeus or the curator module? @signal coral
I tried both
virtual entity, and a uniot
@near dock
when I am a zeus UNIT with the interface on, I teleport the zeus UNIT but for some reason my local directional voice comes from that original LOCATION of the unit, not the new teleported location
from my understanding there is no way to have ACRE radios work on a Zeus virtual unit
its says "Allow Zeus to talk from the camera location"
that just isnt working
is it better to use mikero's makepbo for mission making? or pbomanager is better?
I usually use pbo manager
well i usually use pbo manager too, just wanted to know is it better
I don't know if this is even the right place to ask, but advice on a mod to add to the server for map marking players in real time. Nothing attached to tons of other mods, just a mod that is easy to add to the server and others can download it and that way in game they are marked on map?
V
@cinder holly very sorry about that!
does anyone know how to use https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases these in a singleplayer scenario?
Just as it describes it's all tied to the game objectives.
Does anyone have a link to a DUWS template or a dynamic missions template??
@tawny cargo "Dynamic missions template" is a pretty broad question
Mhmmm
Is it a specific mission you want or just any mission?
Like DUWS Dynamic universal war system which you probably know anyway
Mh I dont think I know of one for DUWS
you can propably just take the original mission and take a look at it in the editor though
Yea al do that thanks man
(author restrictions might apply
)
Continuing from #arma3_scripting, @frail copper you'll have to be a bit more specific
If you want to get into scripting, then check out this page: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
Yes i've read that already
For more or less anything else check out this page: https://community.bistudio.com/wiki/Category:Arma_3:_Editing
But i'd like some article from the basic stuff to the complex stuff
Not to mention i'm super confused in the editor as there are a lot of options
The second one you sent looks good enough i guess? @azure wraith
Well it is a gigantic toolbox after all.
Well it's basically a whole development tool
So yeah to get introduced with the editor an article with pics or for now a video would be cool
I tried searching youtube but it was all about the "simple mission making"
Best way to learn is to make a simple mission, and then add a couple of advanced elements on the side to spice things up
Like for example having a city assault, but if players destroy a radiotower before enemies are alerted they won't call for reinforcements.
Simple end conditions, briefings and debriefings
Eventually you get there
@frail copper
In the editor, press the button at the top right underneath the exit button
It'll give you a nice interactive tutorial @frail copper
*Gives AI helicopter a loiter waypoint
Me: So this means you're going to loiter around this waypoint
AI: Mhm
Me: I've set the height and radius you're supposed to loiter at
AI: That makes sense, yes
Me: So why are you just sitting still
I figured it out, the helicopter was placed too close to the waypoint
But the pattern it made was still pretty weird ngl
Sometimes taking massive turns and such
Sounds like you are missing the function altogether. You need to be running this to use that function:
https://forums.bohemia.net/forums/topic/175154-functions-unitcaptureunitplay-for-infantry-units-in-arma-3/
@stable sinew im doing everything i can, look in #arma3_config and you'll see whats happening now
Ah, don't cross-post as it's against the rules, I saw it after this.
Ah sorry
uh... question: in the mission.sqm file all items are represented as classes. After a git merge, some IDs appear twice. What's the best way to deal with that?
fix up the IDs manually
Can I just add something like an X at the end?
and also the count entries
or do they need to be item_nnn?
Guess that's new since 3DEN? Don't know that entry
Hi. I'm looking for a script for aerial taxis and supply drops. It has to be MP, JIP & Dedicated compatible. Any suggestions?
does arma at least reset the IDs to something fancier if I load+save the mission?
or do they stay as they are? (mostly asking because gaps)
Do not manually edit mission sqm, simples.
and lose all the progress of one of the git branches? not happening
you can merge missions in Eden, that's it
I'm talking about a git merge
I know
Im trying to make my own image appear on a texture but its not appearing.
this setObjectTextureGlobal [0,"pic.jpg"]; this enablesimulationglobal false;
Thats what im using inside the texture init section.
What is the object you are attempting to texture?
User Texture (1m)
This is what appears when i load in
https://gyazo.com/1b9b0ae06c143a8b103cd21a27d94913
its transparant grey from one side and from other side u can see straight through
Based on the path I assume the image is in the mission folder. In that case use the local command setObjectTexture.
@grizzled meteor still looks the exact same
You might also need to set the material:
this setObjectMaterial [0, "\a3\data_f\default.rvmat"];
@grizzled meteor so i make a copy of the file, make it a .rvmat file and put it in the directory you have set there?
No, that's already there.
what is the size of your image?
Yeah, a weird display can mean your dimensions aren't a power of 2.
with the support mission type itplays a continnuous music at the start, is there a way to disable that?
@gloomy hedge sorry, which mission plays which music?
@stuck spire this is with a 512x512 image https://imgur.com/a/Ln10bVw
@grizzled meteor oh i used gyazo to get the pic online , so i should go to photoshop make new ting that is 512x512 and then add the pic there save it etc..
Sure. Try that.
Hello all. On Tanoa there is a large green hanger at Aeroport de Tanoa. Is there a way to spawn this in the editor? I cannot find it in the object list.
the white one?
The very large pale green one with catwalks inside. There is only one. I think its the largest vanilla hanger.
hmmm yeah you're right i can't find it
i found it it the config tho
Land_Airport_02_hangar_left_F
Land_Airport_02_hangar_right_F
is 2 parts as you can see
I was able to spawn it correctly @hollow bridge they have to be 31.4 units apart in the X axis to look correctly
31.4m?
yep
i tried until i got it right (the cords are just in front of the tanoa airport)
lh = "Land_Airport_02_hangar_left_F" createVehicle [6971.52,7337.92,0.00143886];
rh = "Land_Airport_02_hangar_right_F" createVehicle [7002.92,7337.92,0.00143886];
don't forget to setPos in order to be precise on placement
the question is how to rotate it safely? i think one would need to attachIt to something like an invisible helipad
that or attach one to another? and only rotate the left part for example
btw I confirm your 31.4 😉
in VR
"Land_Airport_02_hangar_left_F" createVehicle [0,0,0];
"Land_Airport_02_hangar_right_F" createVehicle [31.4,0,0];```
Thanks PCS. I will experiment with this.
@signal coral @hollow bridge
rh attachTo [lh, [35.89, 0, 0.025]];```
yep that's it
question: can you use createTrigger with getPos referencing a dead AI soldier?
like, you kill an enemy target...and intel wants you to verify the body...so you have to walk into a small trigger radius created at the dead body's position
can you do that?
Would it not be easier to just add an action to the body to verify it?
Would be a cool use of a hold action or something along those lines.
id love to do whichever is easier 😛
and yeah, a hold action of some kind, but im not sure how to set that up
wait...actually, i think i do know how
ok, ill look later. night!
Can anyone recommend a good tutorial that's still relevant for Eden editor?
@lusty ivy no crossposting
@cinder holly What crossposting? I posted in general and they weren't able to help, so I'm trying here. I'm not posting it everywhere and waiting for responses. No one was able to help me so I wanted to try here
That's… crossposting.
Also, @wraith cloud already answered you, there is an in-editor tutorial you can find in the menu. Also, depending on what you are looking for there are plenty of Youtube tutorials adapted to your needs
and if you kept reading you'd see that the tutorial is for Zeus not the editor and it wasn't helpful and that every tutorial I found was from 2013 and outdated. He stated he doesn't know anything else and that he can't help beyond that so I said thank you for that and I'll ask in a different channel... If that's crossposting then what should I do?
So people told me to do that, but I spent 3 hours looking for an ammo box and couldn't find anything
I typed ammo and all I get is, supply, arsenal etc and all I get is characters for ammunition
I tired crates etc
nothing comes up
and then if you really don't know something, someone could help you out in #arma3_editor with a specific issue
are you using vanilla
Yes, but I tried it with the Aries mod as well
Right now all I want to know is how to make objectives (with flavor text) and ammo boxes
That's it
I don't think there is an ammo box in vanilla, but you can use the arsenal as a virtual ammo box.
You can make it so that players can only take items of what you allow them to - ammo.
Thank you, that will at least get me start
I'll ask in #arma3_editor on how to make objectives and flavor text then
https://www.youtube.com/watch?v=kynF_6kRGMg - This video by Jester814 highlights quite a lot of features that you can add to your mission.
I appreciate the help!
Yes, he is creating a setup for a dynamic Zeus mission but he still shows some stuff.
No problem.
Last question, when searching, is Eden Editor what I want to look for? Is that the updated editor that I use today? Will that help filter out old content?
Search Eden Editor.
Awesome, thanks again!
I'm in game not, but can't find it on the same screen as the other tutorials
Any idea where?
in Eden itself, it might be in Help (or About, I am not in front of my computer rn) > editor tutorials
I'll look, but just wanted to show you why I got frustrated... the video @fast copper is very helpful but my options seem different from his. For example, here is what my interface looks like when I type ammo
Here is what he gets
I'm not sure what I'm doing wrong
I swear I'm not usually this much of an idiot
Press E to show/hide the left panel, R for the right one
Sorry, not sure how that helps :/
Look at the option in the Right panel. He gets options under supplies
look at my options
totally different
Oh wait, didn't see your message about "ammo" x(
But yes, look at the top icons: blue = BLUFOR, red = OPFOR etc
Orange, to the right, is objects
That is the difference between the two
AHHHHH
I spent 3 hours trying to figure this out yesterday and no one knew how to hepl
Keyboard shortcut is Tab ;-)
So, when are you two getting married
?
@near dock you're in the plans too

😸 👀
Thanks man! It's my favorite colors for an ide so I had to make a hastebin fork that saved me time and make it look how I wanted for sqf.
looking to make a warlords scenario nut i want to make it work like conquest, any ideas?
my main issue is i cant figure out how to make each point have a respawn on it that changes team
also i cant figure out how i can remove the voting system
Hello! I seem to have an slight issue with a paradrop i'm attempting in mission
using this in the vehicle init of a BMD-2M
parachute_1 setPosASL (getPosASL this);
this attachTo [parachute_1, [0, 0, 0]];```
give me this result
Any ideas why this would be the case?
@lone coral
I had this happen in ArmA II....
If I remember right, I had to detach the vehicle once it was near / touching the ground.
https://community.bistudio.com/wiki/detach
@lone coral
// From vehicle init.
// _veh is the vehicle.
// _z is the drop height of the vehicle from start position... On the ground.
[this, 100] spawn
{
params ["_veh", "_z"];
_cht = createVehicle ["B_parachute_02_F", [0,0,0], [], 0, "FLY"];
_cht setPos (_veh modelToWorldVisual [0,0,_z]);
_veh attachTo [_cht, [0,0,0]];
waitUntil { sleep 0.1; (getPosATL _veh select 2) < 4 };
detach _veh;
};
No bother.
You may need to play around with the height check for different vehicles / objects. Adding a third param is easy enough though.
The parachute likes to freakout a little when detached.
You can use setDamage after detach but it dissapears once it hits the ground.
played around some and everything seems to work fine?
anything catastrophic and i'll just zoos it
Can someone help me make a convoy of 6 stay on the road and together
Also is there a way to get tanks to move faster? Trying to do like a soviet tank assault but its not much of an assault cause they inch forward sometimes, set up is just squad of 4 tanks and 3 move waypoints
Just loop them through some waypoints together.
I have them all grouped and going to move waypoints but the lead always makes it to the last one first
Thanks for nothing i guess
@stable delta how grateful
Since its impossible to search in here I need help
Top-right of Discord is a search field.
found the pbo file (which is only one file) on my pc and sent it to a friend
if he puts the pbo in the<A3dir>\Missionsdirectory he can play it;
if you want to see it in Eden you have to send him the%UserProfile%\Documents\Arma 3\Missions\yourMissionName.terraindirectory
@lean dawn
@lean dawn also, no crossposting #rules -_-"
!issuewarning @lean dawn crossposting
Done.
^ see #arma3_editor for conversation
help me how to set up ace 3 so we don't die
place player units away from minefields
uncheck Allow Damage
Hey, How to remove those "Group To" Tracers, to have a a better overview over the map?
They're fucking me up since alot of weeks
I mean not to remove them but disable them to see them, like hide them
You could put the objects in a layer and then toggle visibility.
hey, so i'm trying to make a ravage mission and would like the player to have the option to respawn at a random location (the game picks one of the markers at random and respawns them there) or to respawn at a placed sleeping bag, is this possible for a multiplayer mission? (i don't want the players to be able to respawn together by looking at the names and going to the same one as each other)
https://imgur.com/26GGhXl here's what i've got so far, but this shows of the location names after a death in the respawn menu
like instead of this: https://imgur.com/YWhZycb
something more like this: https://imgur.com/xP594CQ
@neon sigil one solution would be to place a respawn point within a trigger area, with the condition
player inArea _thisTrigger
and in activation
player setPos getMarkerPos selectRandom ["markername_1","markername_2","etc"]
and set it as Repeatable.
Probably not the most elegant solution, but should work.
Okay, cheers. I'll give that a go!
Mmm some people seem to have issues with the second mission
Its not loading correctly for some as it rwturns them to main menu
Any known reasons of why does that happen?
It works fine for some people
Check the Client RPT for when that happens and see if there's any notable errors.
It doesnt happen to me so cant check the error those people get
Right, but you can get them to submit client RPTs to you to look at.
Ill have to add someone its random people in the workshop
I can't get C-130s to actually fly at the flyInHeightASL I give them
They just ignore it
I'm putting this flyInHeightASL [200,200,200]; in the init to no avail
Anyone make alits life mission files
Do you want to make one or have someone make you one
? @signal coral
@sharp inlet double check your Code
this flyInHeightASL [200, 200, 200];
Should work, but you have to check the terrain too if the terrain is above 200 m over sea the helicopter will fly higher (or any other aircraft)
flyinHeight works with terrain level flyInHeightASL works with sea level
Is there a way to change the 'layer' of two textures?
I'm making an off-map airbase for rotary support asset players for a mission, and I was laying down some textures for concrete / runway.
But I also want to lay out some helipad markers for them, but they disappear under the runway markers.
If whoever answers could @ me, that'd be awesome just in case I am not looking at discord.
@woeful magnet just setPos a bit higher
Doesn't seem to effect it.
For reference its the vanilla circular helipad marking over a vanilla runway strip. @cinder holly
Are you creating a map or placing objects?
For the former, go to #arma3_terrain
If the latter, I don't know. Maybe placement order.
@woeful magnet
Placing objects.
I don't have nearly the talent necessary to make maps from whole fabric.
@woeful magnet may or may not be relevant... helipad markers are 'ground decals' and conform to the shape of the land, so when you put other objects, like concrete, they always get obscured
Aren't runways also technically ground decals? @scenic shard
no, they are roadobjects
see picture of helipad placed on ground
note that you cannot raise their elevation to bring them up off the ground
you might want to try the VR object helpers... VR_Area_01_circle_4_yellow_F etc
they don't 'conform' to ground contours and can be lifted clear of the terrain, but unless the underlying ground is flat, they begin to look a bit wierd
for example
not sure if that picture is clear or helpful, but hope you get the idea
Would it be possible to make a stealth mission using Eden?
…yes?
I want to make an assassination mission for my unit
It's usually fun
Hiw would I set one up?
…place units on the map, add objectives, scripts, ???, profit?
What do you mean by that 🙂
What scripts would I even use?
depends on what you want, "a stealthy assassination mission" is quite a broad description
Well, I want the players to sneak into a heavily guarded town, kill a specific enemy unit and then get out
I want the enemy to respond to any aggressive actions from the players, but not stay permanently aggro'd
you can let the normal AI do its job then.
as for the script itself, sqf not alive unitToKill is a good starting point
Alright. I am gonna have to give a lot of units flashlights and take away their NVG
are the enemies OPFOR?
{ _x unlinkItem hmd _x ; _x add PrimaryWeaponItem "acc_flashlight" } forEach (allUnits select { side _x == opfor });```
This script set in the initServer.sqf will remove NVGs and add flashlights to all opfor units
Is that a server setting or a mission setting?
it is a mission script
Alright. How would I insert that into my mission?
in your mission directory, create a new file initServer.sqf, copy-paste the code in it, save et voilà
Alright, thank you
Will the effects show up when I am testing the mission, or does the file only take effect when actually playing?
Init scripts are launched every time you launch the mission.
This particular init file you created only runs on the server, but in SP (or Eden) your PC should be seen as the server, so...
I hope so :p
Would it be possible to disable the water simulation in a certain area?
Like allowing troops to move on the seabed
Pretty sure water is a hard part of the map.
Unless you get a version of the map that has water level forcibly reduced, I'm afraid I don't see a way.
anyone ever tried putting images in the leaflet's "read" part ? https://i.imgur.com/319rwys.png
i tried doing that, and well it squished a big picture
["init", [readable_0, "briefingpic1.paa",
"
<img size='15' color='#ff9999' image='briefingpic.paa'/>
"
]] call BIS_fnc_initLeaflet;
nvm solved it
How did you solve it
? @opaque raft
It might help if someone else has the same problem
changed the text to fixed version
Oky, thank you 
Anyone have a second to help me?
only if you ask your question!
Arma 3
I like the idea that the player can play as any of the 4 squad members. but when you switch from squad leader you cant give orders to the squad anymore, and cant switch back to any other squad member. Can i give all 4 squad members the leader status or something?
You can use selectLeader @solemn violet
How many hungary in the server?
as many of them join @strange kelp
That will work on all four at once?
no, you have to use group player selectLeader player on every teamswitch
don't do that in multiplayer though
@solemn violet
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#TeamSwitch
if (not isMultiplayer) then {
addMissionEventHandler ["TeamSwitch", {
params ["_previousUnit", "_newUnit"];
if (leader _newUnit != _newUnit) then {
group _newUnit selectLeader _newUnit;
};
}];
};```
That is awesome. So that would make it work for multiplayer or sp right?
only SP, as there is this isMultiplayer filter
if it is multiplayer, nothing happens
in MP one would have to check if the current leader is a player, if he disconnects etc
so anyone has a good mission with replayability than want to share or test ?
I need someone to test latest version of arma.warfare before i update them on steam workshop. U comfortable pulling a mission from github and run it in debug mode?
@signal coral What kind of thing do you mean
I have a 2-4 player coop mission that hasn't been played much
not much replayability
but i think it's decent
also anyone know the difference between moduleanimals_f and site_ambient?
Ambient Civilian Module. I have knowledge how it works, but what am I missing so it shuts off when players are no longer in the village? Trigger? scipt? Line in which module?
I used a trigger for players present to start the module, using debug, that works, but after leaving the area I can see it stil respawning civilians who go to waypoints and then the cycle repeats. I'd like the module to not activate if playser aren't present
through the BI wiki I see this, but those aren't available from what I can see?
ALICE_forcePopulation = <boolean>; - set to true if you want to populate town even without players' presence.
Example: BIS_loc_acityc_kozlovka setvariable ["ALICE_forcePopulation",true];
Default value: false
What am I missing? Or where would I place that line?
@hexed crown from what I know, ALICE was the Arma 2 system
Ok, I see that now, thanks for that tip. Still trying to figure out how to shut off the AI civilians from respawning in the town after a player has left. I know I am well outside the city limit of the civs, watching through zeus and I can see them still respawning
Ok, I've found this
https://community.bistudio.com/wiki/Arma_3_Civilian_Presence
Now, I used a trigger to activate it, but I'm brain farting how I set a trigger to shut off the CP Module
And I have the box marked "Is Terminal" and I can se the AI being deleted, but then they respawn to keep the city populated
- Automatically avoids spawning and despawning of units in player's vicinity, especially if the position is in direct line of sight.
You shouldn't have anything to do
@warped surge SP missions
ah ok
if i could host i would do so but i'm behind a carrier grade NAT
hehe
Think I figured it out. In the trigger, any player present, repeatable, but check "timeout" in the trigger timer and leave them all at 0 for min/mid/max.
My only issue I see now is the second time I entered the city not as many civs spawned, but it did shut off and not have civs there when I was outside the city and trigger area,
So solved, I guess
So it seems! And yes, I think the amount of civilians is randomised, too
@cinder holly I guess I wasn't clear. When player present I want the CP module to activate, when a player not present there is no reason for the CP module to respawn, despawn, respawn civs over and over
Yes…?
@cinder holly Thanks for the help, your comments lead me down the right path, I was too focused on why I couldn't find the answer in teh wrong area
I meant every time the player comes back, another wave of civilians is spawned, and not especially the same as before, and not especially the same quantity.
Anyway ,glad you had it sorted out!
I have a concern re: the camera movement in Zeus versus the 3Den Editor (though I'm unsure if this is the correct thread/forum):
I would prefer the Zeus camera movement to be "unlocked" from the terrain - like in the 3Den editor, but I cannot figure out how to make them function the same way.
BTW, I have mapped all my camera controls (3Den, and Zeus) to analog my inputs:
-my TrackIR controls "aiming"/turning,
-my joystick controls WASD movement, and
-my rudder pedals control vertical movement - all in analog.
I set it up this way to afford silky smooth camera shots, and I find it less jarring to a viewer than WASD (digital) inputs.
When I'm flying around the map in 3Den, the underlying terrain does not really affect vertical movement of the viewer's camera, and I can drag/drop units with relative ease and accuracy.
However, this smoothness stops when in Zeus. I try to place objects on higher buildings in Zeus where the underlying terrain is not flat, it really degrades placement accuracy, since the Zeus camera wants to keep a constant altitude above ground level (unlike 3Den). The result is jerky vertical camera movements.
Anyone know of a fix?
@spare coral I'm putting
In the C-130's init field in Eden. It still completely ignores it. Got any other ideas?
I can replicate this with a default Pawnee on a blank map w/ no scripts. Simple move waypoint. flyInHeightASL has zero effect.
Looking at https://community.bistudio.com/wiki/flyInHeight it is mentioned that From 1.80 flyInHeight now affects not only helicopters, but also planes. It might be so that flyInHeightASL hasn't received this upgrade. @sharp inlet
Also, mentioned in description of flyInHeightASL, Final height is max(flyInHeight, flyInHeightASL).
It doesn't work for the pawnee, either
Is the terrain higher than 200m ASL?
@sharp inlet
also, default flyInHeight is 50m iirc. If you flyInHeightASL at 200 on a 180m terrain, it will fly to 230m ASL (50m ATL)
@signal coral how is it "fake"?
It’s not fake it is just badly implemented
And the notion that BI adds shit because otherwise they don’t have anything to put on spotrep, is beyond idiotic
Hi guys,
So i need some one to build to build role play mission for my new server
,
If you can just talk to me please
@cinder holly terrain height is 10m max
Well, I guess it is indeed broken then.
Is there an easy way , to move detailed custom compositions around from map to map with out it getting out of wack and walls tilting / things floating ?
as in creating custom compositions and using them on another terrain?
never had issues with rotation, but they will go up and down to follow the terrain
Yes to you question Jesus .
is there any way to load an unbinarized .p3d model into the game through a mission? I need to test something and make exact changes based on what I see in game
@deep blade
Maybe create simple object might be what your looking for?
https://community.bistudio.com/wiki/createSimpleObject
I already tried that. Nothing seems to happen
Like it doesn't create the model or does the model not change?
The model doesn't appear
Did you read the last note on biki https://community.bistudio.com/wiki/createSimpleObject?
sorry wrong thread 🙂
Need help setting up a warlords requisition list for Global Mobilisation. I copied all the class names and set them up like the forum describes but the mission won't recognize them
filepatching and mission restart should work @deep blade
@novel epoch uncheck surface snapping, move, then transform> snap manually
Thanks, I’ll give that a try . I thought I had it off.
I am trying to get the task complete/succeeded ui to show up and can not figure out what im doing wrong. Its just a go and kill this guy mission.
TRIGGER=
TYPE: NONE
ACTIVATION: ANY PLAYER
ACTIVATION TYPE: NONE
EXPRESSION CONDITION: !alive unit1a;
I connected that to...
SET TASK STATE=
STATE: SUCCEEDED
SHOW NOTIFICATION: YES
And connected that to...
CREATE TASK=
CONDITION PRESENCE: TRUE
OWNER: GROUPS OF SYNCHRONIZED OBJECTS
STATE: CREATED
TASK TYPE: ATTACK
and that connected to the character with variable unit1a
Why CAPS?
legibility i suppose? do you have anything else to contribute?
@solemn violet https://community.bistudio.com/wiki/Arma_3_Task_Framework
Use this instead. Works both in SP and MP. I don't know if the modules are actually maintained at all.
Also, asking questions in almost all caps usually doesn't get you answers. Reacting like that towards people telling you that will especially not lead to anything useful
@rocky carbon filepatching and mission restart should work
I already have filepatching enabled
is it a terrain object or scneario placed one?
scenario placed ones I've succsefully edited in the filepatching folder
ah
that might not work then
nothing tells the engine it exists if it has no config I guess
I remember someone was doing it somehow a while ago but I can't remember who or even the full context of the conversation
I only remember the simpleobject command playing a part and the fact the model was in the mission folder
I'll try and find the messages but I doubt I will be able to
is there a way to lock UAV to only it's owner, so other players can't connect to it?
can't find how to prevent other players (non-owners) from connecting to it
Will force a connection to the terminal that is on the unit. As long as that unit doesn't D/C the connection no one can control it
Hi guys, so I've made a Eden Editor mini game map for me and my friends to play. I've made a go kart track but i was wondering if there was a way to repair the karts when they drove threw a certain area any help would be much appreciated. 👌
@red void put a trigger and on activation add {_x setDamage 0} forEach thisList
Can use CtrolSetModelScale to enlarge the size of a building?
no
yes but only in UI
Hey not sure if this is the right place but could I post an RPT for a modded server? The mission keeps reloading and I'm not sure of what the issue is.
post it on some log upload site, and post the link here sure
Best I could find, dosn't fit on pastebin 😦 let me know if you want me to use something else that dosn't require downloading https://file.io/Z8iUgB
thats a lotta rpt
I know right
spoiler: the interesting bit is at the end but I left everything in just in case you wanted to see what mos I had or what
at the end the mission loads in a loop, not sure why
Starting mission:
Mission file: Operation_Aigle_Noir
Mission world: isladuala3
Mission directory: mpmissions\Operation_Aigle_Noir.isladuala3\
"No params given for ALIVE_fnc_BUS - exiting..."
Warning Message: 'tracks/' is not a class ('name' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
[1836,103.833,0,"XEH: PreInit started. v3.12.1.190812"]
[CBA] (settings) INFO: Reading settings from settings file.
[CBA] (settings) INFO: Finished reading settings from settings file.
[XEH]: One or more children of class CAManBase do not support Extended Event Handlers. Fall back to loop.
[ACE] (common) INFO: Parsed Settings Configs [91.0 ms]
Attempt to override final function - ace_interaction_fnc_addpassengersactions
Attempt to override final function - ace_medical_fnc_actioncheckpulselocal
Attempt to override final function - ace_medical_fnc_displaypatientinformation
Attempt to override final function - ace_medical_menu_fnc_updateuiinfo
"SquadBarDefault: false"
String STR_RHS_FAC_VDV_45 not found
String STR_RHS_FAC_VDV_45 not found
Attempt to override final function - ace_dogtags_fnc_cancheckdogtag
Attempt to override final function - ace_dogtags_fnc_getdogtagdata
[1836,104.981,0,"XEH: PreInit finished."]
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
CallExtension 'debug_console' could not be found
"Error: 'Stealth sounds' found 0 results for class song"
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
EPE manager release (0|65|0)```
I think thats the important bit
"No params given for ALIVE_fnc_BUS - exiting..." could have something to do with it?
I got intrigued by
"No params given for ALIVE_fnc_BUS - exiting..."
"SquadBarDefault: false"
CallExtension 'debug_console' could not be found
"Error: 'Stealth sounds' found 0 results for class song"
but couldn't get anything about it online
Mh is it just this mission that loops?
this exact mission didn't loop 2 days ago. restarted the server and it broke. We played a few missions with this configuration (other mission) for a while, didn't have much trouble
did anything get changed between it working and it not working?
Huh
double huh
could have something to do with it?
no
can't see problem in snippet
404 not found :sadfox:
Oky, I just noticed the exiting bit
the tracks/ cooould be related, but shouldn't
do you know what is meant by the tracks/? where can I check that?
literally search for tracks/ occurences in your mission
or.... any mods you are loading
in the source code right? meaning I need to unpack everything?
you can search pbo's with notepad++ too
if they aren't too large
can you send me full rpt? maybe as zip via PM?
^ broken
reuploading
I'mma use my nitro powers
Heh
👏
-noPause -noSound useless parameters
that's done by my host
tell them they are idiots.
that reminds me that I could have just uploaded it in my discord file archive channel to generate a link
already did, like that time I realised I couldn't upload missions as PBOs.... 🤦
wha 
I feel like that would be a good sign to change hosts 
we working on that, but money is an issue so we stuck with what we got (they shit but they cheap)
ah ye that sucks
but hey it works! sometimes...
Heh
to generate a link
You mean like so?
https://s.arma3.io/arma3server_2019-08-21_20-24-56.rpt
dedmen over here knowing all the fancy techniques
Hm.. does indeed seem to be tracks.
Check your mission.sqm for tracks/
and no I just meant the cdn.discord link that you posted
that's boring and generic tho
Ye but it works 